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GDPR 014

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  1. nah its ony horse face if the lips are all the way down
  2. The Potion of Crippling Sorrow An illustration of a "Milk Drinker" on the Crippling Sorrow being chased after a "Chad". Description and effects: A potion originating from a continent. This concoction makes the drinker weaker and more lethargic, though they are more prone to logical decisions. This is used by so called "Milk Drinkers" to assist them in their daily lives, though this garners the attention of the "Chads". Recipe: A milk base. 1 - Earth symbol for impediment. 1 - Water Symbol for Calmness. Author: Niv_Mizzet LM Approval Required: No. Though... is a Chad like yourself able to handle such a potion?
  3. The Potion of Chad An illustration of a "Chad" chasing after a "Milk Drinker". Description and effects: A potion originating from a continent. This concoction makes the drinker aggressive and filled with energy, wanting only to better themselves and their bodies. The users of these potions -- who have been studied by an outside source -- tend be large individuals known as "Chads", and while it does not give the drinker strength, the anger and joviality of the situation can come off as comical. Most notably, the users of these potions will regard those that seem weaker and smaller than them as inferior and easy targets for their beratement, though most, feeling high about themselves, will likely not engage those they call "Milk Drinkers". Recipe: Animal Blood Base. 1 - Fire Regent of Compassion. 2 Fire Regents of Vigor 1 - Fire Regent of Power and Rage. Author: Niv_Mizzet LM Approval Required: No. Though... is a milk drinker like yourself able to handle such a potion?
  4. Null Arcana Description and effects: Also known as Mage’s Bane, this item is highly sought after by mage hunters and assassins, the Null Arcana is a crafting component made of mage bone shavings that can be used in the forging process; in using the Mage’s Bane, the item that it becomes a part of takes on the quality to greatly harm all magic users, spells, creatures, and enchantments. When the mage bane infused item hits spells, it has the odd ability of ripping through the magic that makes it, shredding the spell to hit its target. The more mana in the spell, more of a drain will be on the caster, given they lost their mana for naught. Should it hit someone that does magic of any kind, it would be immense, disrupting pain, the weapon disrupting mana flow in the body, hurting them more and more when they try to do magic, sometimes even to the point of incapacitation. Naturally if pulled out, the lingering effect will stop, though the immense pain of taking it out will likely incapacitate a mage, as taking out an arrow would for anyone. For magic items, if it is able to lodge into it, the Mage Bane will cause the item to be disabled after a two to three actions if it is using the magic. Magic creatures, the supernatural even, also fall prey to the weapons, able to strike them even if they were incorporeal such as wights, wraiths, and ghosts. It would bring immense pain-- even if said creature can resist pain-- in the area that infects the entire body, disabling any magical ability the creature had and likely causing them to reel back in pain, with shots to lethal areas putting them out of commission. Naturally, due to the nature of the Mage’s Bane the item infused with it cannot be enchanted, else it will fall inert, and for weapons, it will require multiple bone shavings to make the item remotely effective, small amounts are typically used for ranged weapons such as bolt and arrow heads, and even then -- normal armor and arms can stop mage’s bane if it can typically protect the wielder from the original item the bone was infused with. When infused, an item will take on a silvery hue, though has an odd shine in contact with light, making these infused items easier to pick out. Strangely, due to the infusion, the items crafted with this become more brittle, which means that a blade would only be useful for a few uses before requiring a new one. Truly, the Null Arcana was designed for ranged purposes. In addition, the mage’s bane is highly reactive, which means it must be contained in some sort of coating to keep it from losing its properties and or combusting within the hour. Note: armor is the means to protect oneself, something which anyone can get a hold of. The null round is very high maintenance. It must be made into a component, and it must penetrate the victim to work. This is non-lethal unless the item hits lethal areas. Recipe: Mage bone shavings, this will be used to soak up the regents. Depending on the item, it will require more. Use this chart for reference: Tiny: such things as bolts, arrow heads, spikes, or flechettes, they require four shavings from the mage’s bone. Small: such things as daggers, Short-swords, or spear-heads. These require eight shavings from the mage’s bone. Medium: such things as polearm heads, arming swords, longswords, etc. These require 12 shavings from the mage’s bone. Large: Lances, greatswords, etc. These require sixteen mage bone shavings. ---- The mage bone/bone shavings must then be soaked up in the following concoction for a month (an irl day) to take the effect. The regents must be multiplied by two for every four additional shavings Four shavings: Four fire regents of consumption. Two water regents for fluidity. Four fire regents of destruction. two air regents for travel. Three earth regents for attachment. Two earth regents for impediment. Author: Niv_Mizzet LM Approval Required: Yes. Contact Alchemy LT to see if the character is able to make one via circumstance, experience, and equipment. Alternatively, it can be taught by the author. FAQ: Q:Could I make a shield out of it? Very unlikely, it would be brittle enough to where it'd crumble while being this spread out sheet of metal. Q:Will I be guaranteed a few uses of infused weapons? Not necessarily. If you hit against something like solid armor, the weapon will more than likely suffer heavy damage. Q:What would I need to do to keep the Mage's Bane stable? Either something coated with an oil that has representations of calming, resistance, and hardiness, or an air-tight location.
  5. Understandable, but given this piece, could it still be used? Should it be passed?
  6. beat me to it benboboy. What about the cold fire method pandan and I used? Is that still viable? (Using thanhic shavings to make cold fire and using that to fuse thanhium and whatever material to make the alloy).
  7. Except it'd be more effective to carry a standard sword than form one @ShameJax. From what I've gathered, it takes much longer to do so. A mage could just as easy wield around a longsword and accomplish the same thing, if not better than an afflicted. Time is still a factor, a big one. While the mage afflicted is busy making their weapon arm, they can just as easily be overpowered as any other mage. I'm not interested in getting my mits on this, but I like the concept and I fail to see the really big balancing issues, save for a slippery slope. The big thing in the lore is its utility, that is all. Furthermore, OP states that pain is invoked while making these attachments/weapons, which I assume will be immense enough to stop casting of any kind. On the topic of multiple limbs, having multiple limbs you are not used to is going to affect the focus a lot, which again, is something that magic requires, even if said focus is negligible. I see no big combat advantage for a magic user, let alone an Archon. Edit: The OP will be adding that the pain of transformation causes weakened magic for a few actions past, which should serve as further balancing.
  8. Or getting a swordsman, blacksmith, alchemist, fletcher. If it can do it, it can do it, I could care less. So long as it can't use it in mistman mode, it's fine, and so long as they rp the weakness from using magic, I can live with it
  9. Also the fact that the shade will fuse with the soul, while this one hangs around to get the sloppy seconds juicy mana
  10. last i checked the lore doesnt allow you to manifest this **** in mist man form, where you get the big spell improvements
  11. this lore gives me a hard on. only hours of wolfenstein or doom can sate my thirst for METAL
  12. Desowyrms (Picture reference including credit to artist) Habitat: These massive creatures roam the earth in mountainous plains, ashlands, volcanic lands, and deep caverns. Size: These beasts are exceptionally massive, the tallest being hundreds of feet long, and most infants and adults reaching up to sixty feet, fully outstretched. Diet: These creatures seemingly eat anything, able to devour small creatures inside stone, plant and fungi, and most importantly -- flesh. If there is flesh around, the desowyrms will try to devour it. Temperament: These creature are incredibly hostile. The first instinct is to devour. Any attempt at communication will likely end up in failure. Brief summary of the creature Tunnelling, slithering, these goliaths are present both on land, and underground, with the massive ones seemingly more inclined to go underground than the smaller ones. These massive work like creatures are equipped with an incredibly durable chitin and hide that covers all but the soft underbelly. Interestingly enough, the chitin does not cover all of the head; in fact, what is most interesting is that the creatures lack eyes, and its entire head is a maw able to swallow groups of men filled with teeth meant for crushing and tearing; teeth fit for an apex predator. It seems to find scent via its tongue, using it to find more suitable food such as flesh. Some folk are very lucky to find molting sights, where the wyrms shed some of their chitin, breaking the thick and incredibly strong matter down for things such as equipment, armor, even some buildings. Characteristic: (Behaviour, Reproduction, Gathering food) The Goliaths are typically alone, and have territories; though, there are times where groups of the Desowyrms are together, though it is most likely the smaller ones. It is up to a male and female Desowrym in overlapping territories to lay eggs. They will leave the eggs to grow, notable by throbbing ivory pods with blue veins; while this opens their eggs to be eaten, the pods typically have a resin coating it, making it difficult for creatures to simply bite into the eggs, requiring various attempts until most will get tired, or too weak enough even try. For the creatures that are too relentless, the resin they consume will cause them to fall unconscious, and be covered by the resin. When the eggs hatch, they will eat at the resin and the things it captured for sustenance, allowing them to grow and grow; though there have been some accounts of men taking eggs from the pod; though these creatures cannot be tamed, if one hatches an egg, then they must deal with a beast that will eventually consume them. Though, the worms can be used as a powerful regent for consumption; a fire symbol that fits these ferocious beasts. A dead baby wyrm, preserved in an alchemical substance. (Credit to hero339) The wryms, due to lacking eyes will use their tongues as a means to track scents, though the tongue never leaves its maw and it appears to be able to handle incredibly poisonous and dangerous substances. As stated before these creatures do shed their thick shells, and even a thin layer is very strong, resistant to many, though enough force, and piercing force can eventually break it, with exceptional strength behind it. While too big to use as conventional full armor, it can be chipped off to augment parts of armor, but without anything to supplement the chitin, blunt force and piercing damage will have a greater chance of getting through. The large chitin can also be used to some tools, or even shields; though what is most interesting is that the shells have sometimes been formed and bound together via some cement to make homes; some accounts have been people raising desowyrms to a point where they are dog sized, and then killing them to get their chitin, though said feat likely had high risk. Origin: These creatures appeared to have been some species of wyrm. Weaknesses: Their tongues and large heads can be used against them, as well as their soft underbellies. LM Approval Required: Yes. Though ET can play them. If playable, what are redlines? Adroxi Dorei An Adroxi mother with her young on its back. (Credit to JustRick) Habitat: Dark caves, volcanic lands, ashlands, and very mountainous areas. These are where one would likely find an Adroxi. Size: The Adroxi can reach up to massive heights, with the largest ever being fifteen; most of the time, they will be nine feet. Diet: These beasts eat flesh. Temperament: Hostile, they will attack prey for the purpose of eating them. Attempts to use some form of communication will be incredibly difficult. Brief summary of the creature The Adroxi are a large arachnid like creature that appears to be mixed with some form of beast. These creatures sport a grayish blue chitin that seems to be as durable as the skulker, if not stronger when in tandem with its softer hide. Unlike other Arachnids, these species only have six legs, but still possess the ability to weave string; such being incredibly strong, more so than a typical arachnid. Its maw is a massive array of teeth meant for devour flesh, which appears to be able to split open to become mandibles, so that they can swallow large prey, grind them to mulch with their teeth, and then give it to their young; to add on, they have an array of eight eyes that take on a light gray color. By sheer size and maw alone, these beasts are incredibly powerful, able to crush with their legs and grind durable hide with their powerful jaw strength and teeth. Characteristic: (Behaviour, Reproduction, Gathering food) Deadly, formidable, these large creatures are ones to be feared. While they might not always go out to hunt, the creatures leave webs about; said string able to tangle up even the strongest of prey. Once captured, the Adroxi will scurry along its web if it can to devour its prey, if the web is too small, it will simply rip into their target. When a mother has eggs; they will all be covered in a singular thick sack, and she will carry them along her chitin clad back until the sack will eventually break down and expose the various eggs. These eggs will be placed on the webs at that point, and captured prey, or the shredded pieces of said prey will be planted on the web; once the eggs hatch, the baby Adroxi will use the remains to provide them sustenance, and cause them to grow. Some folk have attempted to capture these eggs to grow their own, and feed the creature enough to get their chitin; as these creatures do shed their hide every so often. The Chitin, while light and able to resist a various amount of blows, it is better for it to be supplemented by padding, or some sort of composite armor. If captured, it is best to leave them be for the most part; as further flesh can tempt them. Origin: Unknown, though scholars believe that these creatures are some adapted forms of arachnid. Weaknesses: LM Approval Required: Yes. ET can play these beasts however. If playable, what are redlines? If one was to capture these eggs, the beast cannot be used for combat, only to produce chitin. Per beast, they can produce enough chitin to cover a torso every IRL week or so. Roll 20. 15+ is female, anything under is a male. Karik An Ashlander on his Karik mount. (Can’t find the artist, but when I do, this fellow will definately be credited) Habitat: Kariks are found in Volcanic lands, Ashlands, mountainous areas, and deserts. Size: The Karik can reach up to six to seven feet. Diet: The Karik is an omnivore, able to feat on both meat and plants. These beasts will eat smaller prey, but if none are around, the creatures eat certain things hidden in the ash, such as small critters and flora. Temperament: Typically docile unless provoked. These creatures can be tamed, and used as mounts. Brief summary of the creature The Karik is a seemingly reptilian creature with small, clawed arms and large legs that appear built for moving long distances at swift rates. The creature’s head has a long snout, and teeth meant for an omnivore. While Kariks appear reptilian, they are not cold blooded; rather, the scales on its body seem to be durable patches of skin that are meant to protect the creature from razor winds and harm, also insulating heat, which appears to allow them some ability to survive the cold. The tailed creatures have some clusters of the scaley ridges, concentrated to make sure it has some defense against predators biting its tail. Characteristic: (Behaviour, Reproduction, Gathering food) The Karik skulk about the land for their food, using their speed to their advantage as they rush in, only to chomp at their prey, and then take off. Though, when they are not hunting, the creatures move normally and are relatively passive unless someone was to provoke them. These creatures can be tamed by offering food and compassion; speaking of compassion, these creatures give live-birth to a group of five maximum, and do what they can to nourish their own, though the weak will die far before the strong. Once one of these are tamed, they can be mounted, and used to travel distances; the Karik requires very little water, and can seemingly live off the ash. Truly a worthy stead. Taming is done via getting it to trust you; typically by offering it food, touches, and being in close proximity. Though, other methods can have the beast recognize one as a trustworthy figure, one such is taking a youngling and caring for it during said age.. Origin: Unknown, though they appear to be some form of adapted reptile that paved the way to this warm-blooded creature. Weaknesses: Any weapon. While they have tough hides, it can be broken with enough force.The under belly, and parts of the head have softer patches as well, which can be utilized. LM Approval Required: No If playable, what are redlines? Langri (credit to Oleg Bulakh) Habitat: The Langri live in areas such as caverns, ashlands, and volcanic lands. They can occasionally be found in mountainous areas. Size: These creatures can reach up to seven feet fully standing, though if lowered fully, they are a little bit below six feet. Diet: The Langri will eat the eggs of other creatures, or smaller creatures; though it is not uncommon for them to feed on larger game. Temperament: Hostile. The Langri will typically go for eggs and smaller creatures, and will only attack others if they are very close by, or there are no prey. Brief summary of the creature: These creatures are as horrifying as they are many. The Langri are an odd species with cocked back-legs that have three clawed toes, meant for gripping into rough terrain. Its arms are simple points, and seem to be made for aiding it in walking, evident by the fact that its torso seems to naturally arc down, only raised when the Langri needs to get a better view. The grayish red colored creature sports a horrifying head, which seems more like a gleaming bulb that allows for a long, slippery tongue to flick out, covered in a corrosive fluid that can sear through flesh at a fast rate. Characteristic: (Behaviour, Reproduction, Gathering food) The Langri use their acidic tongue to sear through protective sacks and even shells, aiding them in hunting as they use their bulb-like heads to engulf their prey, though for larger targets, they expand their heads and try to use the acid within their system to break down the area and engulf it. The Langri, while physically weak, hunt in packs, typically five at a time. It is easy to spot one via gleaming bulbs moving about, with their tongues swaying to and throw to try to pick up any smaller prey. They reproduce when a female goes in heat, and the alpha of a pack gives the seed. They reproduce one offspring at a time, though said offspring matures within a few months. Some hunters kill Lampri to take their acid and tongues; the tongues being able to be used as alchemical symbols for fire, which represent consumption, as well as an air symbol for awareness. The acid, if properly extracted via an acid sack in the throat area of the creature, can be used to dissolve organic matter and burn nonorganic, though certain treatments on items can prevent it from corroding the substance. Origin: Folk believe the Lampri evolved from some two-legged animal to survive incredibly harsh conditions; said animal was likely a scavenger as well due to the need for an acidic tongue and the fact that they typically search for eggs. Weaknesses: Their weak bodies make them incredibly fragile, the only strong part of their bodies are their legs, but even then - a sword can easily pierce through. LM Approval Required: Yes. Otherwise Event Locked. If playable, what are redlines?
  13. Ooze Black Engulfer Oozes Devouring A Species of Bioluminescent Creature. (Credit to Der-Reiko) Habitat: Anywhere the Alchemist makes them. Size: Entirely dependant on how much biomass they consume. At first, they can be the size of one’s head, or a even a small cat. Alchemists typically carry these creatures around in flasks, to throw it at their enemies. Diet: Biomass. It will eat organic matter, though dead and treated matter like treated wood will not be devoured due to the creature not being able to break it down. It is notable that some treatments on armor or clothing can stop the creature from eating or slipping into it. Temperament: At first, they seek to consume all biomass. These creations can, however, be tamed by their creators if given enough biological matter to make it intelligent and having pieces salvaged from it to make smaller and more docile creatures. Brief summary of the creature: Born by alchemists via a ritual similar to making a homunculus, these creatures are formidable, even when smaller. The creatures known as Oozes are made via a lard, or some form of slime and vitae base, with various representations of life, and other some representations, typically consumptions, corrosion, and so on. Regardless, when birthed, these creatures only seek one thing -- only nurtured by biomass. They are an infection, suckling and feeding via their bodies. The more they consume, the larger and stronger they become. First, dwarf sized biomass makes them twice their original mass and size; though, they will require more biomass than before to achieve a larger height, meaning next time will be human sized biomass, the third time will require an orc sized biomass, and so on so forward. What is most horrifying, is that the beast gains some semblance of intelligence, though never to the extent of a descendant. They can be further augmented and sometimes, they will be able to shape themselves along what they consume, using skeletons as and pieces to their own benefit, if they have that form of intelligence. There are a few types of oozes, and there can always be more: Standard: These oozes have caustic skin, able to burn away at flesh when they touch it. At first, it is not very strong, but the more and more the ooze is on another, the more it burns and eats away until it hits the bone. This process allows for the ooze to drain nutrients from the material, and feed itself. Sometimes these creatures will try to engulf biomass to feed off them efficiently. These ones are susceptible to temperature, able to be boiled by heat, and frozen by intense cold. Salt appears to cut through them effectively, acting like an acid to these creatures and making it so that if one where to lop off pieces of one, it would likely be burned away, or dead. Hacking it until it is no longer a threat is also an option. Highly Corrosive: These ones are corrosive enough to withstand the cold due to various reagents for heat and corrosion, though salt and normal weapons are able to harm it with relative ease, as splitting it apart will cause more damage than the previous, making it so parts of the lopped off pieces become inert by normal weapons, and salt causes the beast not only to become slower, but allows for one to carve through the mass with ease. Much like the standard, these creatures dissolve biomass for nutrients. Heat resistant: The heat resistant oozes, lacking less corrosion and consumption in their creation will be less acidic due to such, as well as a resistance regent, and take far longer to consume biomass. The cold, salt, and normal weaponry is required to dispatch it. Temperature Resistant; Engulfers: These oozes gave up the ability to be as corrosive to be resistant to the elements; taking regents that represent resistance, and the elements. These creatures will aim to engulf their victim, and choke the life out of them. Suffocate and eat away until no life rests in the target. They digest the body soon after, and it is a slow process, with the body sometimes remaining for weeks, slowly being consumed until bone remains. Notably, these ones are thicker, which means greater strikes with normal weaponry will be required. Salt has less of an effect, but it still damages the creatures, making it easier to cleave through the ooze. Frigid: These oozes, due to more frigid based regents, rather than having a corrosive touch, will have a more frigid touch, and in turn be more cold resistant, but more susceptible to fire. They will cause frostbite, and through the cold they will find nourishment from the biomass. Magic Sapping: Formed by liquid mana, and the same regents to make a standard slime, these beasts are notable for eating magic and magical energy away. They are a bane to mages, whereas to others, they are very little threats. They consume they magical energy such as spells, and when they touch mages, will sap their energy from them; ripping and tearing until they have no more. Characteristic: (Behaviour, Reproduction, Gathering food) With enough biomass, the ooze can begin to swell up to a size where it is massive, and from there -- it might be able to birth other oozes. If the oozes have consumed enough brain matter to be intelligent, then they have the potential of being tamed, and become able to regulate their corrosion to be lower if they wish, meaning that if an Alchemist was to tame one via feeding it enough biomass, then it will allow said alchemist to touch it, and will be unreactive to them, save for being slightly playful. To have an intelligent one (and remember, they are always less intelligent than a descendent), an alchemist will need to use regents, or feed it some brains. Otherwise, these creatures will lurch onto their victims and try to engulf, or burn them with their bodies, feeding off the biomass’ nutrients. Otherwise, these creature are rather simplistic, and skulk about wherever. Origin: Alchemists created such creatures, using previously described bases and substances to give life to these monstrosities, much like an alchemist would create creatures to act as protection, companions, or even pets. Weaknesses: Look back in description to see the full detail as to what each are weak to, but typically they are weak to intense heat and cold, burning away and freezing them to death. Alternatively normal weapons can be used to lop them to where the ooze becomes no more of a threat than an insect, or use salt to kill the beasts; it breaks apart certain bonds and causes great damage on the beasts, causing them to dissolve with enough salt. LM Approval Required: Yes. Contact the LMs or the author to see if the Alchemist can make/use one. ETs can use these in events however. If playable, what are redlines? Molt-Mite A molt-mite after molting some of its rocky exoskeleton. (Credit to David Sequira) Habitat: Around Volcanic Lands, or Ashlands. Though, they can also be found in regions such as deep caves. Size: The Molt-Mite can reach up to four feet, though are usually two feet. Diet: Omnivores. These creatures feed off insects, small entities such as urchins, and plant matter; though it is highly unlikely for them to eat red meat, but can be fed practically anything so long as it isn’t poisonous or stone, wood. and metal. Though, they are known to feed off ash infused soil for the nutrients it provides. After feeding some, the Molt Mites are able to go months without food, given how long it takes for them to digest. Oddly, they do not need water. Temperament: Typically passive, though if one is cornered, they will use their claws to defend. Brief summary of the creature The Molt-Mites are a mole like creature that appeared to shape into what it is now. These animals possess a soot colored fur, with stone-like protrusions that can grow from their their head, backs, and on their paws and legs. Their paws possess ebon colored claws that they use for burrowing, grasping food and depositing into their maw, or for warding off predators. Occasionally, these creatures molt their stone bits to regrow them later; if one was to hunt them, they would find that they have a very nutty texture, and would taste really well with the addition of some spices. As for taming them, no known man has attempted to, but it surely is plausible; though they are completely useless to combat enemies, but would make wonderful companions - they care for their masters, sometimes trying to collect dirt and various herbs for them to express their affection, aided by their keen scent. Characteristic: (Behaviour, Reproduction, Gathering food) They produce similar to any other animal, doing such when the a female goes into heat. As stated before, these creatures are typically docile unless attacked or given reason to be violent. The molt-mites will usually be burrowing underground, though many do come up to the surface to eat certain foods and soil. When they find their prey, the will use their claws a s a method of binding them in place and then shoving them into their mouths, or alternatively rip larger prey to feed on. Their stoney hides can be used for alchemy, representing earth regents such as resilience, and water regents such as change. Origin: Not much is known, though one can assume they were some form of creature that adapted to the harsh environments of the underground, or volcanic lands. Weaknesses: A blade will do the trick, while they might have durable hides and stoney extensions to protect against the ash winds, they are still able to be easily dispatched. LM Approval Required: No If playable, what are redlines? N/A Charuk (Credit to Publish) Habitat: These creatures are in volcanic lands, Ashlands, or in caves. Size: At most, these creatures are roughly four inches. They are fairly small. Diet: These feed off small creatures within stone, as well as the nutrients said stone and dirt. Temperament: They are passive. Brief summary of the creature Found along water, lava beds, or within caves, these animals are known to cling onto the walls or ground with their lower parts. They have an interesting appearance, with gem like shell with various ridges in it. These are typically prey to larger creatures, though said creatures would need to be able to open up the shell without their maw -- for the shells have a weak toxin that would cause a foul scent and ward the creature away if they bite into it -- one able creature being the molt-mite. To descendents, they must be extracted from their shell and expose their pink meat; and have flavor comparable to a prawn. Characteristic: (Behaviour, Reproduction, Gathering food) There is little to know about their behavior, though these creatures rarely move, but when they do they scuttle towards food, and cling onto it -- feeding from the stone and soil to nourish themselves. When it comes to the right season, these creature reproduce rapidly, creating small little shells with the developing creature inside besides them. The shells can be extracted and used as earth symbol regents for attachment and resilience. Origin: Little is known about their origins, though scholars speculate they were some form of urchin or sea creature that adapted to the harsh climates caverns and volcanic lands bring. Weaknesses: Anything strong enough to crack open its shell, which is not very hard. Some creatures use their claws to pierce into their hide and expose the flesh. LM Approval Required: No If playable, what are redlines? N/A Maverus Skulker A Skulker mother and its eggs. (Credit to Nuare Studios) Habitat: Volcanic lands, Ashlands, Rocky areas, or within caverns. They can be seen scuttling along the surface within these volcanic and ashy lands, though they are mostly seen underground. Size: These massive insectoid like creatures are incredibly large ,spanning up to twelve feet if they were fully stretched. The mothers can be twenty feet in size, and are incredibly formidable. Diet: Flesh. They feed off it, ripping and tearing to devour. Temperament: These beasts are hostile, and will attack descendants if they are hunting for food or encroaching on their territories. Brief summary of the creature Quick, deadly. These scuttling creatures roam the undergrounds and ashen lands. With their combination of chitin and hide, as well as ferocious tendencies, these insectoid like creatures are true horrors. Referred to as Skulkers due to their method of hunting, the creature spans up to 12 feet, fully out-stretched, though females are larger. Typically, they have a dark colored chitin, and throbbing brown, or blue flesh; they are equipped with massive mandibles, an array of sharp inner teeth, and a collection of pale eyes, though some mutations may allow for different colors. These large creatures have the capacity to dart towards their prey and shred them apart with their mandibles and teeth, or even constrict and crush them with their bodies, if not gore them with their spear-like tail, which carries quite the force thanks to these large critters. While they are incredibly formidable, the gaps of their chitin can be utilized against them, or means to crack the chitin open is also an effective method. Characteristic: (Behaviour, Reproduction, Gathering food) These creatures are rather passive to their own, but are incredibly aggressive to other species, hunting them via stalking their targets and in their moment of weakness -- lurch forward to complete the hunt. Once they manage to kill their prey, they will tear most of the flesh from the body, and even consume some of the bones. When a mother consumes enough, and is in season, it will mate with a male within its designated territory and lay its eggs great quantities, some of which might be stolen by other animals, or prey. The eggs can be used to make a good omelet, but the chitin salvaged from the vanquished Skulker can be used to make some form of armor; as a base, the chitin is able to protect from some blows, heavy blows will break it if there is nothing to supplement the plate. This requires some craftsmanship to perfect the chitin, requiring a composite armor, more than likely some form of padding or even overlapping plates to make a lightweight and incredibly resistant armor. Their parts can be harvested for tribal weaponry or for alchemy, used as earth and fire regents for destruction, consumption, death, and resilience; even their legs can be used as air symbols of grace and travel. Origin: These creatures were always present in the realms, rending through their prey. Some tribes revere the skulkers and worship them, hoping that they will not harm them -- likely tricked by their hunting methods, as they see the skulkers watch them. They were ripped and torn apart after, most likely. Scholars believe they were adapted to survive the ashlands and be able to hunt larger game. Weaknesses: A means to crack the chitin to expose its flesh and deliver strikes; slipping a blade within the cracks, shots to the exposed flesh on the head, and other means can be used to vanquish such a deadly creature. LM Approval Required: Yes. Event Locked and are material for the ET. If playable, what are redlines? Orgryms Orgryms stalking a horrified traveler. (Credit to Poitr Jablonski) Habitat: In Volcanic Lands, Ashlands, or dark caves, and rocky areas. Size: The Orgrym are large creatures, with their very young being six feet. One of the tallest known Orgrym are fifteen feet, though some might be a head or two larger. Diet: The Orgrym can withstand long periods without food, in doing so- their stomachs become more bloated. When they find food, it will most likely be flesh, or some spores certain plants release into the air, which they take in. The Orgrym will seemingly go for descendents if they can feasibly take hold of them. Something about them makes them more keen on those creatures. Temperament: These creatures appear to be hostile towards descendants, though there are times when they choose not to attack them. Brief summary of the creature Travelers beware; do not go at night, lest one wishes for the Orgrym’s attention. The Orgrym is a large humanoid with ash gray skin and sunken features. Most notably, their bone structure is well defined on their faces, and brandish beady white eyes to which oddly have decent sight, able to notice a creature, even if it is not moving, unlike most other animals. They are incredibly primitive, using grinded down stone for tools such as spears and axes; even then it is rare for an Orgrym to have a tool. These humanoids move rather fast, hunting at night to ****** lone travelers, sometimes attacking in groups to attack a group of travelers. They have incredibly resistant hides, with sword wounds taking great force, or multiple strikes to get into their ashen skin. Incredibly formidable, very few have survived encounters with the Orgrym, and most recalled tales of having to run and hide; but the threat was always near, watching them and waiting for a moment of weakness. It was only when day broke, or when too much time passed -- that the Orgrym stopped. What is known is that they possess amazing strength, able to ****** a man with ease, only to devour them with great bites that can rend through tough hide with ease. Characteristic: (Behaviour, Reproduction, Gathering food) These intelligent creatures hunt in the best way possible, using fear tactics to frighten their prey, or even moving forth in a harsh assault to ****** their victims. If they are not out for flesh, these creatures will stay by certain fungi and take in their spores. Their durable bodies, likely due to the amount of flesh they have, act as protection against attackers and predators. If one was to slay an Orgrym, they would find that their bodies can be used for strong alchemical regents. Their reproduction is unknown, though it surely occurs, given there are more and more of these creatures. Some scholars believed these Orgrym used to abduct descendents, namely women to make their young, though that was proven false; it appears they sometimes use descendents to perform some kind of ritual slaughter, abiding by some religion unknown to others, though it appears this ritual is to get food from specific plants, believing the slaughter of a descendant will in turn allow for a more furtive yield. Origin: Unknown. It is assumed they were some form of adapted humanoid, as when one was taken apart, they shared a similar anatomy with the descendants, albeit lacking lungs, and an appendix. The Stomach appears to be able to digest harmful substances. Weaknesses: While they have incredibly tough bodies, weapons can still pierce through it with enough force, though ranged weaponry is highly recommended. LM Approval Required: Yes. Event Locked and are material for the ET. If playable, what are redlines? The Ohri An Ohri scanning for prey. (Credit to Jerad Merantz) Habitat: Typically areas with very little light, or caverns. It is likely to find this creatures in volcanic lands, or near Skulkers. Size: These creatures are roughly 6 foot five, though due to their hunched over nature, they appear a bit smaller, likely six foot. Diet: These scavenger like creatures are known to feed off carcasses, or the eggs and infants of others; however, hunting packs have been utilized within this species to take down live and dangerous game. Temperament: These creatures are relatively hostile when in groups, though alone they appear to avoid stronger species. Brief summary of the creature Called “Clickers” by some due to the sound they make, these eyeless creatures have adapted to the dark in an odd evolution, using their clicking sounds as a means to find their prey. The Ohri are humanoid beings that have a slick and slimy pale skin. They are hunched over, with their legs twisted back and having points at their ends. Their arms are fairly lanky but brandish long and gnarled fingers, and their eyeless heads have something of a malformed snout, with sharp teeth and long canines to aptly bite into prey. These creatures are incredibly sound sensitive, a boon due to their lack of vision, though do not threat -- alone, they can be easily dispatched, only in packs can they pose a threat. Interestingly enough, these beings appear to be the target of Orgryms, who sometimes confuse them as descendents. Characteristic: (Behaviour, Reproduction, Gathering food) The Ohri will typically hunt in packs, using their clicking sounds as a form of echolocation to pick up movement and heat. Their adapted ears and scent are then used to hone in one specific smells and sounds to better find their prey. When in packs, they are capable of taking on larger game, and will willingly do so; some of which are the Maverus Skulkers, sometimes overpowering the beasts, or succumbing to the insectoids wrath. Alone, these creatures ****** at smaller prey, feasting on eggs and the smaller infants of animals, able to quickly get away due to their swiftness; though said speed cannot outrun a bolt or high-speed projectile. They reproduce via a male and female, with the female doing live birth. To descendants, they will typically try to avoid them unless in packs, likely believing they can take one and share food when grouped together in said packs. Origin: They appear to be some adapted creature, their origin is unknown. Some speculate they have been around as long as the Skulker, evolving to eat the creature’s eggs, or even hunt down the very creature. Weaknesses: They go down fairly easy on their own, though the only worry is fighting them in packs. LM Approval Required: Yes. Event Locked and are material for the ET. If playable, what are redlines? Aijek The Aijek after defending itself from harm (Credit to Ben Maurd) Habitat: Volcanic lands, mountainous areas, ashlands, and caverns. Size: These creatures can nearly reach up to six feet on all fours. Diet: This creature seems to crack open rocks and eat certain creatures inside of it, though they will do the same for small creature hiding in the dirt. Temperament: Passive until threatened. Brief summary of the creature The Aijek is a large quadruped with durable hide and stone like ridges along its spine and its cranium. The hide and stone appear to be adapted for the tough climates, the tough hide able to take razor winds and sharp debris with ease, and the ridges help in diverting harm elsewhere along its body, away from its softer head if damages was to come from above and onto the stone like protrusions. Along with a small tail, the Aijek sport sharp canines for defense, and teeth meant for crushing as well as grinding, evidently these creatures are not big game hunters, as they lack the teeth to effectively rip and tear; though they possess a strong jaw strength and it is advised not to get bitten by an Aijek. Over all, these creatures will pay little attention to descendents, so long as they do not pose a threat via inflicting harm on them. There have been accounts of some folk taming them, but for little benefit, as they will not actively seek out to harm someone unless they are attacked. Characteristic: (Behaviour, Reproduction, Gathering food) These creatures are relatively passive until provoked, otherwise using their maws to crush and bite into small creature filled rocks and dirt. They reproduce when a female goes into heat, giving live birth to a small batch of Aijeks, which would eventually grow. During this time, the baby Aijeks will move with their mother in something similar to a pack mentality, learning off her; though the mother will need to give them small rocks or find some soil for these creatures. Once matured, the Aijeks go off on their own, but sometimes groups can be spotted. Origin: Scholars believe it was some form of animal that adapted to the harsh conditions. Weaknesses: The face and underbelly are the softest in the durable hide, and even then, a great amount of force can be used to pierce the hide. Though it is unlikely singular heavy strikes will be able to fully pierce the hide in one go. LM Approval Required: Yes. Also Event Locked, ET can play them. If playable, what are redlines?
  14. Avenel bobs his head, "Good to see he's doing a good job. I ought to talk to Ac'Aelu again."
  15. "I made that item." Said Avenel, "How'd he get that ******* sword..."
  16. hahaha.... AHAHHAHA.... cant wait to use my archon blood as origin rounds....
  17. Trickster’s Healing Description and effects: A concoction with swirling, bubbling red with a darker tinge. This potion serves as a method of healing someone, able to regenerate wound without too much of a problem; though, there lies a trick with the boon. The flesh will continue to regenerate, even when the wounds are healed. This will cause tumors to grow, flesh and bone to bulge and pulsate and inflict the drinker of this concoction with growing flesh. The tumors will continue to emerge and form until the person is twice the original body mass, and due to the odd positioning and horrific misplacement of all these tumors, the user will likely fall over, and without aid, be crushed by the sheer weight of their newfound body. Should the afflicted try to scream, they will likely have difficulty even talking due to the mass build up around their face and body. This potion can further be augmented to make it difficult for the victim, or even work faster; as a base, this potion takes time for the negative effects to affect the victim, usually thirty minutes before the first tumors start showing, then it begins spreading. As horrific as this concoction sounds, the tumors are sterile, and will only cause mild discomfort to the user if they are cut off, albeit with some effort. In addition, a deific mage could heal the tumors, or some other method can be used to cause the tumors to fall off. Once taken from the user, these tumors can be used for ingredients, being a strong fire symbol for life, chaos/destruction and a water symbol for rejuvenation. Recipe: - An Alcohol base (Aqua Vitae) - 15 regents of life, one of these ought to be a fire symbol.(Alternatively, if strong symbols are used, the number of life regents can be decreased by 5) - 4 regents of rejuvenation. - 5 representations of destruction. - 1 regents of resilience/impediment. - 2 regents of travel. Author: Niv_Mizzet LM Approval Required: No Land’s Nurture Description and effects: A concoction made as a means to facilitate and nurture regents and creatures that normally could not survive in certain climates. It is a liquid that must be administered to soil or whatever form of matter, and once so -- it will slowly take root in the object; it takes on a richer color. Once so, this can be used to nurture for plants and other some things in an effective manner, making it so certain regents can survive climates that they are typically unable to. This can be used for some animals, really providing nutrients to their bodies and allowing them if they ingest something with the potion; or if they stay on the land, they will find that afflicted land will be similar to their habitat, being able to accomodate for all life due to some odd reaction. If a descendent or something similar were to take it, they would find that it gives them a warm, tingling sensation that would do no harm. It would make them feel slightly more energized, and feel as full as an adequate meal. Soil affected by the Nurture concoction can be taken and used as regents of growth, rejuvenation, and life. More can be added to make the concoction grant more fertile soil, give more nutrients and cause creatures and plants to grow at a rapid rate, sometimes even becoming more sizeable than what they normally are, as well as the quantity of the substance. though these do not apply to descendenats. Recipe: -Distilled Water, or Aqua Vitae (this will make the potion react faster) -3 regents of life. -2 regents of compassion. -2 regents of rejuvenation. -1 regent of regrowth (this is optional, but it helps with the species’ growth). Author: Niv_Mizzet LM Approval Required: No Cockatrice’s Breath Description and effects: Be it as a liquid or gas, this terrifying concoction, when applied to a substance, can cause it to form a stone layer over it. It tries to mimic the petrifying breath of a cockatrice, though instead of truly turning someone to stone, it forms a layer of a stone like substance around them within three actions, and ultimately bind and harden along their form. This provides difficulty in moving, and will likely stop the afflicted from moving if they are exposed too much of the gas, or have enough of the liquid on them. Though, its uses are better when it comes to things such as creating a stone layer over a harmful liquid to walk over, “freezing” shapes such as fire, or something of the like. Though, it can still pose quite the threat to people. The “stone” can be incredibly strong and cause difficulty to get out of, and if one’s face is covered, suffocation can be a great threat. Of course, there are ways such as breaking the stone -- though it must be done carefully to insure too much force isn’t applied to the victim and possibly kill them. After all, this is a substance tightly formed about the user. Verily, as time consuming as it might be, it would be wise to scrape at the stone, if the victim’s life isn't in too much danger. Otherwise, breaking it will have to do. Modifications can be made to this potion, making it stronger, faster, able to spread more, etc. Oddly, the breath does not work on glass, or certain forms of alchemical treatment. Recipe: -Aqua Vitae (though if one wants to make a petrifying oil, a base of lard and aqua vitae can be used). If distilled water is used, the breath will be weaker. -Three regents that represent change. -Four regents of resilience and four regents of impediment -One regent of travel. -One regent of impairment or loss. Author: Niv_Mizzet LM Approval Required: No
  18. these lizards must understand rick and morty
  19. Saint Tobias is a good man in Cannonisn
  20. right, because offering my two cents in regards to a piece for a magic, and adding something in to give a **** magic some content makes me love the power creep. Really good deduction, detective. I wonder where you got your intuition from.
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